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> [Suggestion] A few requests, Can we has...

 
post Sep 15 2012, 01:59
Post #5901
Lement



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[sarcasm]You're the only one not laughing at my jokes. You're losing out, I specifically handcrafted them to be funny.[/sarcasm]
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post Sep 15 2012, 03:43
Post #5902
Sushilicious



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QUOTE(ChosenUno @ Sep 14 2012, 08:25) *

or make it a new stat, called Tame, that is upgradeable.

Ugh, more worthless attributes to waste tokens on? No thanks.

I got a better super fabulous idea. When you meet your own monsters in combat, they shouldn't attack you at all, they should just stand there, smile, and call you master. Oh and when you kill them they drop flowers. Pretty flowers.

/endofsuperfabuloussuggestion
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post Sep 15 2012, 04:11
Post #5903
skillchip



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Time to make everyone hate me.

Make material costs based on stat usefulness.

Why should accuracy or specific mits cost the same as damage or mitigation itself? Weight the costs based on how they are useful to the player.
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post Sep 15 2012, 04:23
Post #5904
4EverLost



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QUOTE(skillchip @ Sep 15 2012, 02:11) *

Time to make everyone hate me.

Make material costs based on stat usefulness.

Why should accuracy or specific mits cost the same as damage or mitigation itself? Weight the costs based on how they are useful to the player.


not all things are as useful to all players.
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post Sep 15 2012, 07:31
Post #5905
Evil Scorpio



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QUOTE(Sushilicious @ Sep 15 2012, 05:43) *
Ugh, more worthless attributes to waste tokens on? No thanks.

I got a better super fabulous idea. When you meet your own monsters in combat, they shouldn't attack you at all, they should just stand there, smile, and call you master. Oh and when you kill them they drop flowers. Pretty flowers.

/endofsuperfabuloussuggestion

Nah, too sweet for *many-high-level-monsters* owners. Bitches need to suffer as much as everybody else. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Sep 15 2012, 10:34
Post #5906
Ichy



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Crysfest:
Let us reach max Crystal modifier earlier the higher the difficulty setting increases.
Also higher Settings means higher Token and Artifact drop rates.

it pretty much sucks to have to do Crysfest on normal just because it is the best to generate Crystals, Artifacts and Tokens.
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post Sep 15 2012, 10:54
Post #5907
MSimm1



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QUOTE(Sushilicious @ Sep 14 2012, 20:43) *

Ugh, more worthless attributes to waste tokens on? No thanks.

I got a better super fabulous idea. When you meet your own monsters in combat, they shouldn't attack you at all, they should just stand there, smile, and call you master. Oh and when you kill them they drop flowers. Pretty flowers.

/endofsuperfabuloussuggestion


Flowers would be nice, maybe even a stick of bubble gum (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Sep 15 2012, 17:55
Post #5908
skillchip



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QUOTE(4EverLost @ Sep 15 2012, 02:23) *

not all things are as useful to all players.


Cause that would requiring nerfing the good stuff, you know how this works
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post Sep 15 2012, 18:10
Post #5909
Lement



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That too, but I think he meant how Binding of Slaughter is terrible when it comes to staves, great when it comes to estocs and probably better spent somewhere else when it comes to rapiers of balance.
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post Sep 15 2012, 18:25
Post #5910
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QUOTE(ChosenUno @ Sep 14 2012, 09:25) *

Suggestion:

When you meet monsters that you own, their defenses should be lower than when they meet other players. 80% should be okay?

Either make this natural for everyone, or make it part of affection, or make it a new stat, called Tame, that is upgradeable.



Suggestion:

When you meet monsters you own, their attack and defense should be boosted than when they meet other players, +10-20%, and they shout a challenge to you.

However, if they 'kill you' it doesn't stop your fight, they are removed from the monster list, and you get a debuff for (100+your current level) turns called "owned" that reduces all of your stats by some arbitrary amount, and their chance to bring back an item is reset. (If they were the last monster you advance to the next round with the debuff automatically applied)
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post Sep 15 2012, 19:44
Post #5911
Ichy



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QUOTE(RajaNagaSoz @ Sep 15 2012, 18:25) *

Suggestion:

When you meet monsters you own, their attack and defense should be boosted than when they meet other players, +10-20%, and they shout a challenge to you.

However, if they 'kill you' it doesn't stop your fight, they are removed from the monster list, and you get a debuff for (100+your current level) turns called "owned" that reduces all of your stats by some arbitrary amount, and their chance to bring back an item is reset. (If they were the last monster you advance to the next round with the debuff automatically applied)

One of the most awful suggestions I ever heard. Even more awful then some joke suggestion or mine (IMG:[invalid] style_emoticons/default/dry.gif)
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post Sep 15 2012, 20:14
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QUOTE(RajaNagaSoz @ Sep 15 2012, 11:25) *

Suggestion:

When you meet monsters you own, their attack and defense should be boosted than when they meet other players, +10-20%, and they shout a challenge to you.

However, if they 'kill you' it doesn't stop your fight, they are removed from the monster list, and you get a debuff for (100+your current level) turns called "owned" that reduces all of your stats by some arbitrary amount, and their chance to bring back an item is reset. (If they were the last monster you advance to the next round with the debuff automatically applied)


Wouldn't it better, if you got twice the experience points and credits you would earn if you had fought
your monster in a one on one battle at any difficulty level?

The double bonuses would only apply to your own monster, not the rest of the mob

Sort of an additional bonus for the crystals and tokens invested in upgrading their power level (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Sep 16 2012, 01:56
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There's was something that always bugged me. Currently, there's three four types of weapons that can proc Bleeding Wound (axes, dagger, sword and wakizashi), while there's only one type of one-handed weapon that proc Penetrated Armor (rapier) and proc Stun (clubs).

Can we phase-out or add more variety to balance it?

Edit: forgot axes in the mix (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by Blacksheep_Eldric: Sep 16 2012, 02:06
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post Sep 16 2012, 05:11
Post #5914
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QUOTE(Ichy @ Sep 15 2012, 04:34) *

Crysfest:
Let us reach max Crystal modifier earlier the higher the difficulty setting increases.
Also higher Settings means higher Token and Artifact drop rates.

it pretty much sucks to have to do Crysfest on normal just because it is the best to generate Crystals, Artifacts and Tokens.


Crysfest is good for generating tokens? I thought they were super rare outside of arena battles and RoB.
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post Sep 16 2012, 06:03
Post #5915
Lement



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Well, yes, but crysfest costs the least stamina.
Not that I've ever fallen under 90 anyway:p
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post Sep 16 2012, 08:37
Post #5916
4EverLost



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QUOTE(amped @ Sep 16 2012, 03:11) *

Crysfest is good for generating tokens? I thought they were super rare outside of arena battles and RoB.


the stamina cost is low and its also where people are grinding 1000's of rounds an hour

This post has been edited by 4EverLost: Sep 16 2012, 18:15
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post Sep 16 2012, 10:21
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Because of that post about weapons, I looked up some stuff.

Weapon suggestions:

[en.wikipedia.org] Katar: While I'm not sure how it would be implemented, it would be either a 2h or dual-wield type (one in each hand). It would focus on high Agility/Dexterity, and increase parry (if dual-wield) and/or block (to a much smaller extent, if 2h). Stabbing weapon, procs Penetrated Armor.

[en.wikipedia.org] Kris: A stabbing dagger; basically the same as other daggers, except it MUST be used as a main-hand weapon to proc Penetrated Armor

Eh, now that I think about it they are kind of lousy weapons, but I dunno. Maybe they could be decent, if implemented correctly.

Also ranged weapons (bows/crossbows), but they've been suggested already.
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post Sep 16 2012, 10:31
Post #5918
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QUOTE(amped @ Sep 15 2012, 22:11) *

Crysfest is good for generating tokens? I thought they were super rare outside of arena battles and RoB.

Crysfest is also awesome for boosting the round count for artifact drops (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Sep 16 2012, 10:53
Post #5919
Ichy



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QUOTE(Drksrpnt @ Sep 16 2012, 10:21) *

Because of that post about weapons, I looked up some stuff.

Weapon suggestions:

[en.wikipedia.org] Katar: While I'm not sure how it would be implemented, it would be either a 2h or dual-wield type (one in each hand). It would focus on high Agility/Dexterity, and increase parry (if dual-wield) and/or block (to a much smaller extent, if 2h). Stabbing weapon, procs Penetrated Armor.

[en.wikipedia.org] Kris: A stabbing dagger; basically the same as other daggers, except it MUST be used as a main-hand weapon to proc Penetrated Armor

Eh, now that I think about it they are kind of lousy weapons, but I dunno. Maybe they could be decent, if implemented correctly.

Also ranged weapons (bows/crossbows), but they've been suggested already.

Why not just bring super rare weapons which can be potentially be better than all the other but because of the rarity you will most likely never get a good one. At my Level i already have about everything so something rare to hunt would bring back a lot of motivation.

Naginata: 2hand Bleeder. Up to 35% Bleed damage and 10% higher stats are possible. Droprate = 0,01% of all 2 hand drops.

War Hammer: 2hand Stunning weapon. 50% higher base Damage possible.

Also bring back Chucks as potentially awesome 1-hand bleeders.
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post Sep 16 2012, 10:59
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The thing is, there's already SO MANY bleeders.

Axe, Shortsword, Dagger, Wakizashi, Longsword, Scythe, Katana.

Having even more would be kind of redundant, in my opinion.
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